Character

Possessor Bonus Class 1.6.6

Items Vault 1.6.0

Ashes of Urh'Rok 1.6.7

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Killed by Te at level 10 on the 21st Dusk 122nd year of Ascendancy at 11:12
Killed by Te at level 18 on the 17th Regrowth 123rd year of Ascendancy at 04:51
Killed by Te at level 18 on the 17th Regrowth 123rd year of Ascendancy at 06:24
Killed by Xerothra the gigantic sandworm tunneler at level 18 on the 18th Regrowth 123rd year of Ascendancy at 02:13
Killed by Xerothra the gigantic sandworm tunneler at level 18 on the 18th Regrowth 123rd year of Ascendancy at 02:33
Killed by Urkis, the High Tempest at level 18 on the 34th Regrowth 123rd year of Ascendancy at 16:07

Effective talent level: 1.3Use mode: ActivatedStamina cost: 10Range: 7Cooldown: 9Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Description: You fire a shot for 120% damage that attempts to pin your target to the ground for 2 turns, as well as giving your next Steady Shot or Shoot 100% increased chance to critically hit and mark (regardless of whether the pin succeeds).
This shot has a 20% chance to mark the target.
The chance to pin increases with your Accuracy.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 15Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Description: Fires a wave of projectiles in a radius 5 cone, dealing 111% weapon damage. All targets struck by this will be knocked back to the maximum range of the cone and stunned for 3 turns.
Each target struck has a 20% chance to be marked.
The chance to knockback and stun increases with your Accuracy.

Scatter Shot

1/5

Technique / Archery prowess

1.30

Effective talent level: 1.3Use mode: ActivatedRange: 7Cooldown: 0Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Description: Fire a precise shot dealing 171% weapon damage, with 100 increased accuracy. This shot will bypass other enemies between you and your target.
Only usable against marked targets, and consumes the mark on hit.

Headshot

1/5

Effective talent level: 3.9Use mode: ActivatedStamina cost: 16Range: 7Cooldown: 8Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Description: You fire countless shots into the sky to rain down around your target, inflicting 131% weapon damage to all within radius 3.
If the primary target is marked, you consume the mark to fire a second volley of arrows for 98% damage at no ammo cost.

Volley

3/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 25Range: 7Cooldown: 15Travel Speed: instantaneousUsage Speed: Archery (100% of a turn)Description: You fire a disabling shot at a target's throat (or equivalent), dealing 71% weapon damage and silencing them for 2 turns.
If the target is marked, you consume the mark to fire two secondary shots at their arms and legs (or other appendages) dealing 18% damage, reducing their movement speed by 50% and disarming them for the duration.
The status chance increases with your Accuracy.

Called Shots

1/5

Effective talent level: 1.3Use mode: PassiveDescription: Each time you consume a mark, you gain 6% increased attack speed for 2 turns and the cooldown of 1 random techniques are reduced by 1 turns.

Effective talent level: 0.0Use mode: PassiveDescription: You revel in the death of your foes, regaining 0.0 stamina with each death you cause.

Unending Frenzy

0/5

Technique / Reflexes

1.30

Effective talent level: 1.3Use mode: ActivatedStamina cost: 8Range: 7Cooldown: 4Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Your reflexes are lightning-fast, if you spot a projectile (arrow, shot, spell, ...) you can instantly shoot at it without taking a turn to take it down.
You can shoot down up to 1 projectiles.
In addition, your heightened senses also reduce the speed of incoming projectiles by 19%, and prevents your own projectiles from striking you.

Shoot Down

1/5

Effective talent level: 5.2Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Activating this talent enhances your reflexes to incredible levels. Each time you are attacked in melee, you have a 30% chance to fire off a defensive shot off in time to intercept the attack, evading it and dealing 61% archery damage.
This cannot damage the same target more than once per turn.

Intuitive Shots

4/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 25Range: 7Fixed Cooldown: 13Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You take close notice of the target for the next 5 turns. If they attempt to use a non-instant talent you react with incredible speed, firing a shot dealing 25% damage that causes the talent to fail and go on cooldown.
This shot is instant, cannot miss, and puts 0 other talents on cooldown for 0 turns.

Sentinel

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You put all your focus into escaping combat for 4 turns. While under this effect you gain 2% increased resistance to all damage, 2.2 increased stamina regeneration, immunity to stun, pin, daze and slowing effects and 39% increased movement speed.
Any action other than movement will cancel this effect.

Escape

0/5

Technique / Marksmanship

1.30

Effective talent level: 2.6Use mode: PassiveDescription: Increases weapon damage by 48% and physical power by 30 when using bows or slings, as well as your reload rate by 1.
In addition, your Shoot has a 15% chance to mark targets on hit.
The mark lasts for 5 turns, grants you visibility of the target (even through walls and other concealment), and causes them to become vulnerable to Headshot, Volley and Called Shots.

Master Marksman

2/5

Effective talent level: 1.3Use mode: PassiveDescription: You take advantage of unwary foes (those at or above 90% life). Against these targets, Shoot, Steady Shot and Headshot bleed targets for 38% additional damage over 5 turns and have a 50% increased chance to mark (if capable of marking).
In addition, your Steady Shot, Shoot and Headshot now restore 1.8 stamina on hit.

First Blood

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 4Range: 7Cooldown: 7Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Fire a shot at the target tile that blinds enemies for 0 turns, marks them for 2 turns and illuminates the area within radius 2 for 2 turns. Enemies within the illuminated area lose 3 defence and stealth power and cannot benefit from concealment.
The status chance increases with your Accuracy, and the defense reduction with your Dexterity.

Flare

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 30Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Enter a state of heightened focus for 2 turns. While in this state your ranged attack speed is increased by -15%, your shots do not consume ammo, and all shots capable of marking have their chance to mark increased by -10%.

Trueshot

0/5

Generic Talents

Race / Halfling

1.00

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Call upon the luck and cunning of the Little Folk to increase your critical strike chance by 31% and your saves by 31 for 5 turns.
The bonus will increase with your Cunning.

Luck of the Little Folk

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Halfling's incredible luck always kicks in at just the right moment to save their skin.
Whenever you take 14% or more of your life from a single attack, you gain 50% Evasion and 25 additional defense for the next 2 turns. The defense increases based on your luck and other defensive stats.

Duck and Dodge

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Halflings have always been a very organised and methodical race; the more foes they face, the more organised they are.
If two or more foes are in sight your Physical Power, Physical Save, Spellpower, Spell Save, Mental Save, and Mindpower are increased by 0.0 per foe (up to 5 foes).

Militant Mind

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 60Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years.
Removes 0 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns.

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 6.5Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 44 Defense, 40% Armour hardiness, and 21% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 22 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases weapon damage by 0% and physical power by 30 when using daggers.

Dagger Mastery

0/5

Technique / Conditioning

1.00

Effective talent level: 2.0Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 36%.
Whenever your life falls below 50%, your life regeneration increases by 28.1 for 8 turns (225 total). This effect can only happen once every 15 turns.
The regeneration scales with your Constitution.

Vitality

2/5

Effective talent level: 1.0Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a 13% chance to recover from a single stun effect.
At talent level 2 you may also recover from Blindness, at level 3 Confusion and Pins, and level 4 Disarms and Slows.
Effects will be cleansed with the priority order Stun > Blind > Confusion > Pin > Disarm > Slow.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

1/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by your very presence.
Enemies within radius 6 have their Physical Power, Mindpower, and Spellpower reduced by 2.
The power of the intimidation effect improves with your Physical power

Daunting Presence

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 1 for 0 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
You may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Adrenaline Surge

0/5

Technique / Mobility

1.00

Effective talent level: 3.0Use mode: ActivatedStamina cost: 8Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Jump back up to 5 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: 2Cooldown: -16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: In an extreme feat of agility, you move to a spot you can see within range, bounding around, over, or through any enemies in the way.
This talent cannot be used while wearing heavy armor, and leaves you exhausted. The exhaustion increases the cost of your activated Mobility talents by 130% (stacking), but fades over 32 turns.

Tumble

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 10Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You have trained to be very light on your feet and have conditioned your reflexes to react faster than thought to damage you take.
While this talent is active, you instantly react to any direct damage (not from status effects, etc.) that would hit you for at least 72% of your maximum life.
This requires 2.0 stamina and reduces the damage by 5%.
Your reactions are too slow for this if you are wearing heavy armour.
The damage reduction improves with your Defense.

Trained Reactions

0/5

Cunning / Survival

1.00

Effective talent level: 5.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 9 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 56, and you gain the ability to detect traps (+50 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Effects

talent

Intuitive Shots

beneficial effect

The target's luck and cunning combine to grant it 31% higher critical chance and 31 saves.

Halflings's Luck

detrimental effect

The more you use runes, the longer they will take to recharge (+1 cooldowns).

Runic Saturation

detrimental effect

The more you use infusions, the longer they will take to recharge (+2 cooldowns).

Infusion Saturation

beneficial effect

The target has 28 increased life regeneration.

Recovery

detrimental effect

The target is in the center of a lightning hurricane, doing 37.82 to 113.47 lightning damage to itself and others around every turn.

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You failed to protect the lost defiler from death by bee swarm.

Escort: lost defiler (level 4 of Old Forest)

failed

You failed to protect the temporal explorer from death by greater shivgoroth.

Escort: temporal explorer (level 2 of Norgos Lair)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.You have aided Stire of Derth in creating an elixir of the fox.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.'You have aided Stire of Derth in creating an elixir of precision.Marus of Elvala has completed an elixir of mastery without your aid.
Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. * You've found the needed green worm.Ungrol of Last Hope has completed an elixir of foundations without your aid.

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
4 lumberjacks have died.

The beast within

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

It is part of a set of items.Some giant wraps would make you feel great.The set is complete.When wielded/worn:
Armour: +4
Fatigue: -20%
Maximum encumbrance: +70
Knockback immunity: +40%
Maximum life: +100.00
Size category: +2

This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

When wielded/worn:
Changes stats: +5 Mag
Changes damage: +20% arcane / +20% blight(The created item can be activated to recover the Focus.)Latent Damage Type: ArcaneIt can be used to combine with a weapon (makes a non enchanted weapon into an artifact)

Activation costs 1 power out of 1/1.

This crystal radiates the power of the Spellblaze itself.

Crystal Focus

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns

Activation costs 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level)

Activation costs 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn)
When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you.